Lau Ho Ming, Smit Johannes H, Fleming Theresa M, Riper Heleen
Department of Psychiatry, The EMGO Institute for Health and Care Research, VU University Medical Center Amsterdam, GGZ inGeest , Amsterdam , Netherlands.
Department of Psychological Medicine, University of Auckland , Auckland , New Zealand.
Front Psychiatry. 2017 Jan 18;7:209. doi: 10.3389/fpsyt.2016.00209. eCollection 2016.
The development and use of serious games for mental health disorders are on the rise. Yet, little is known about the impact of these games on clinical mental health symptoms. We conducted a systematic review and meta-analysis of randomized controlled trials that evaluated the effectiveness of serious games on symptoms of mental disorder.
We conducted a systematic search in the PubMed, PsycINFO, and Embase databases, using mental health and serious games-related keywords. Ten studies met the inclusion criteria and were included in the review, and nine studies were included in the meta-analysis.
All of the serious games were provided personal computer, mostly on CD-ROM without the need for an internet connection. The studies targeted age groups ranging from 7 to 80 years old. The serious games focused on symptoms of depression ( = 2), post-traumatic stress disorder ( = 2), autism spectrum disorder ( = 2), attention deficit hyperactivity disorder ( = 1), cognitive functioning ( = 2), and alcohol use disorder ( = 1). The studies used goal-oriented ( = 4) and cognitive training games ( = 6). A total of 674 participants were included in the meta-analysis (380 in experimental and 294 in control groups). A meta-analysis of 9 studies comprising 10 comparisons, using a random effects model, showed a moderate effect on improvement of symptoms [ = 0.55 (95% confidence interval 0.28-0.83); < 0.001], favoring serious games over no intervention controls.
DISCUSSION/CONCLUSION: Though the number of comparisons in the meta-analysis was small, these findings suggest that serious gaming interventions may be effective for reducing disorder-related symptoms. More studies are needed in order to attain deeper knowledge of the efficacy for specific mental disorders and the longer term effects of this new type of treatment for mental disorders.
用于心理健康障碍的严肃游戏的开发和使用正在增加。然而,对于这些游戏对临床心理健康症状的影响知之甚少。我们对评估严肃游戏对精神障碍症状有效性的随机对照试验进行了系统评价和荟萃分析。
我们在PubMed、PsycINFO和Embase数据库中进行了系统检索,使用了与心理健康和严肃游戏相关的关键词。十项研究符合纳入标准并被纳入综述,九项研究被纳入荟萃分析。
所有严肃游戏均通过个人电脑提供,大多以光盘形式提供,无需网络连接。这些研究的目标年龄组为7至80岁。严肃游戏关注的症状包括抑郁症(=2)、创伤后应激障碍(=2)、自闭症谱系障碍(=2)、注意力缺陷多动障碍(=1)、认知功能(=2)和酒精使用障碍(=1)。这些研究使用了目标导向型游戏(=4)和认知训练游戏(=6)。荟萃分析共纳入674名参与者(实验组380名,对照组294名)。对包括10项比较的9项研究进行的荟萃分析,采用随机效应模型,结果显示对症状改善有中度效果[=0.55(95%置信区间0.28 - 0.83);<0.001],表明严肃游戏比无干预对照组更具优势。
讨论/结论:尽管荟萃分析中的比较数量较少,但这些发现表明严肃游戏干预可能对减轻与障碍相关的症状有效。需要更多研究以更深入了解针对特定精神障碍的疗效以及这种新型精神障碍治疗方法的长期效果。